Earlier quoted context omitted.
UnrealScript has (had?) built-in syntactic support for state machines. I think Jonathan Blow had some ideas for language support for ECS in Jai, or at least support for structure-of-array stuff. I'm not sure if it panned out. My experience with both of those patterns is that each implementation tends to have enough unique requirements that it's hard for a language to find a sweet spot where built-in syntax can cover…
> Can states be defined dynamically or are they all known at compile time? You can say that about classes as well, give different answer and have languages that support one of those or both. Similar questions exist about a lot of concepts that landed in some or many languages, like objects, async, events, promises, continuations. In most of them we achieved some sort of fuzzy consensus of what their capabilities shou…
Concurrency is handled in wildly different ways between C/C++/Java/C# (threads), Go/Lua (goroutines/coroutines), JavaScript/Dart (async promises), etc.
Object-oriented programming is interpreted so differently by different languages that people can't even agree on what the term means. Do you have multiple inheritance or not? Are methods always virtual, virtual by default, or non-virtual by default? Is there overloading? What control do you have over inheritance? Are there interfaces or not? How are static methods handled?